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VR ​

Recorded vocabulary snapshot. This page is generated from a saved database extract, not a live connection. Rebuilding the site does not refresh its measurements. Draft wording comes from review notes; check recorded decisions for approved meaning. Stored values alone do not prove current prompt or filter behavior.

part of Creative Technology · recorded level: Craft · Interactive · 0 pieces of work carry it · 3 entries in its comparison notes

The level names are Service → Discipline → Craft. This page uses the level recorded in the snapshot. Its definition and parent links still need individual review; the level name is not approval of either.

Recorded definition and use ​

Hired for immersive brand storytelling, virtual showrooms and test-drives, event and training experiences — when the brand wants the audience INSIDE the world rather than watching it; the headset end of the market's 'immersive' offer.

Creating fully immersive virtual-reality experiences — real-time, headset-native environments that replace the user's surroundings with a brand-built world the user looks around, moves through, and acts within.

Tag it when… ​

Tag when the work is (or records) a real-time headset experience: full-surround synthetic environment, head-tracked point of view, controller or hand interaction, engine-rendered scenes responding to the user.

Never tag it when… ​

Never tag passive 360° video — a linear film delivered in a sphere is Video Production/Post-Production craft, not VR build craft (no real-time interactivity). Digital overlaid on the visible real world goes to AR. Flat-screen game and platform-world builds go to Gaming & Virtual Worlds. A cinematic that merely DEPICTS a headset or a virtual world is film/animation craft — subject and genre vocabulary never decide a craft tag (boundary law).

Comparison notes for 3 other entries ​

These recorded notes compare this entry with related services, disciplines, crafts or other descriptions. Their wording remains subject to review.

  • creative technology ar — VR = the real world is fully replaced; AR = digital elements overlaid on a visible real world. If the camera passthrough/real environment is part of the experience, it is AR.
  • creative technology gaming virtual worlds — Headset-native immersion = VR; flat-screen playable games and platform worlds (Roblox/Fortnite/browser engines) = Gaming & Virtual Worlds. A VR game evidencing both real-time world-building and headset delivery may co-tag, with the delivery craft primary.
  • disc video production / disc post production (360° video) — 360° or 'immersive' FILM is linear video craft; VR requires real-time rendering and user agency. 'Immersive' in the marketing copy is not the test — interactivity is.

At what size it applies ​

ASSET when the item IS the VR experience or its dedicated case record; MOMENT when a VR beat (headset-POV segment, virtual-world walkthrough) sits inside a larger film about the campaign.

Where to look next ​

The BrandTrackers domain model. Source: git markdown, drift-checked against the live DB.